When you cast this spell, all creatures of your choice within range must make a Wisdom saving throw. You create a single emotional reaction in those who fail (the emotion must be chosen before the outcome of these rolls is determined), choosing from the options below. The creatures do not inherently know that they have been charmed, instead simply feeling a strange proclivity towards the emotion you chose; however someone who notices your casting of the spell or is able to identify when their emotions have been tampered with may accuse you of casting a spell on them.
Courage:
This emotion causes the affected creatures to become more confident and sure of their actions in combat, the thrill of battle urging them on. They gain advantage on all attack rolls, have a +1 bonus to damage rolls and gain 5 temporary hit points. The targets cannot use a shield while under the effect of this emotion, and fight regardless of life or their allies. This emotion counters and is countered by the fear option.
Fear:
The affected creatures are frightened for 2d4 rounds. This emotion counters and is countered by the courage option.
Friendship:
The affected creatures react more positively to their environment overall, and you gain advantage on Charisma ability checks against them. This emotion counters and is countered by the hate option.
Happiness:
The affected creatures feel joy and a feeling of complacent well-being, making them much less likely to attack others (though this effect does not apply on enemies a creature is currently attacking), along with having disadvantage on all Insight ability checks. This emotion counters and is countered by the sadness option.
Hate:
The affected creatures react more negatively to their environment overall, and you suffer disadvantage on Charisma ability checks against them. This emotion counters and is countered by the friendship option.
Hope:
The affected creatures have raised morale, causing all saving throws, attack rolls, and damage rolls to have a +2 bonus. This emotion counters and is countered by the hopelessness option.
Hopelessness:
The affected creatures submit to the demands of any opponent; surrender, get out, etc. Otherwise, the creatures have a 25% chance of doing nothing in a round, and a 25% chance to turn back or retreat. This emotion counters and is countered by the hope option.
Sadness:
The affected creatures feel unhappy and have a tendency toward maudlin introspection. This emotion causes the creature to spend 2 feet of movement for every foot they move, as they cannot bring themselves to go any faster, along with having -1 to their initiative rolls. This emotion counters and is countered by the happiness option.
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